Mike Dereviannykh
@mishok43.bsky.social
91 followers 350 following 31 posts
CG&AI PhD Student @KIT Now at Reality Lab, Meta ex-EagleDynamics, ex-WellDone Games mishok43.com
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Reposted by Mike Dereviannykh
vdeschaintre.bsky.social
I will be presenting in the 10.30 session in room 208-209. I will share thoughts about implicit/generative and explicit appearance representations. See you there if that sounds interesting!
vdeschaintre.bsky.social
🧑‍🎓I have the pleasure to present at the Best of Eurographics session at #SIGGRAPH2025 next week! I’ll be looking back at our work on appearance authoring, editing & understanding — come by and say hi! 🔗 s2025.conference-schedule.org/presentation...
Presentation - SIGGRAPH 2025 Conference Schedule
s2025.conference-schedule.org
mishok43.bsky.social
In just less than an hour we'll present "Neural Two-Level Monte Carlo Real-Time Rendering" on SIGGRAPH 2025 at "Best of Eurographics" session

Please join us, it'll be fun! 😊

🏠Room 208-209
🕜10:30-11:30
Reposted by Mike Dereviannykh
momentsingraphics.bsky.social
Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH
2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers.
momentsingraphics.de/Siggraph2025...
mishok43.bsky.social
Done, thank you so much for the info!
mishok43.bsky.social
And it's a fantastic coincidence that I'm already next to Vancouver and don't need to suffer from jet lag the 2nd time... a horrible thing
mishok43.bsky.social
Big news! The Eurographics Association invited us to present our work "Neural Two-Level Monte Carlo Real-Time Rendering" at #SIGGRAPH2025 🎉
Super honored - my first SIGGRAPH!

Let’s discuss neural & real-time rendering, grab a coffee, or just hang out - feel free to leave a DM
mishok43.bsky.social
Just joined RealityLabs at Meta to do some real-time neural rendering research. Unfortunately without a 9- digits compensation package, but WIP 😁

I'm in the Redmond office, but already visited Seattle. If you wanna grab ☕ - DMs are opened
mishok43.bsky.social
Currently, the issue with efficient spatial encoding is more or less resolved (iNGP or the new GATE by @boksajak.bsky.social )

But it's not the case for the directional domain at all. Despite its importance for the unbiased rendering, Cache-Based Resampling and 2-Level Monte-Carlo Estimator
mishok43.bsky.social
To be completely honest, it's a equal-time-comparison:

3SPP vs 1SPP+25 Neural Resamples

I believe we should invest more resources in more rapid adaptivity of neural caches and more aggressive quantizations, so we could deliver it to production real-time rendering
mishok43.bsky.social
It's a cool work which deserve a lot attentions from real-time rendering community!

Previously I've got a little bit of time to conduct similar experiments on top of our NIRC, as each additional neural sample costs just pure tensor FLOPs ~ 1.5ms on 4080

1 spp vs 1 spp + 25 cache resamples
mishok43.bsky.social
I found it cool to hear the motivation for High-Frequency Learnable Encoding for NRC\NIRC\Neural Ambient Occlusion from the perspective of Kernel Machines!

Classics 😊
mishok43.bsky.social
Hmmm, 1 min sounds amazing, I didn't expect such speed!
mishok43.bsky.social
Congrats to you and to the whole team!

I've got a question: basically the volumetric blocks don't have any transparency, do they? And you rely on pruning to make them look right because of it?
Reposted by Mike Dereviannykh
vdeschaintre.bsky.social
I was very honoured to receive one of the two Eurographics Young Researcher Award 2025 yesterday!

This is the combination of the work of many people, mentors, collaborators, students, friends who trusted me and taught me so much along the way!
mishok43.bsky.social
Huge congrats, Valentin!

100% Deserved
mishok43.bsky.social
We've received an "Honorable Mention" at the Eurographics 2025 for our work on "Neural Two-Level Monte Carlo Real-Time Rendering" in London! 🥳

Huge thanks to everyone who supported me along the way, and to the EG chairs, committee, and organizers for this recognition
mishok43.bsky.social
That's what I mean by the lack of compute
mishok43.bsky.social
If you're interested in something like AlphaEvolve but focused on CG, GameDev, or offline rendering, feel free to reach out. I’ve been leading research in this space with strong results so far.

But we need support with compute, expertise and even maybe with engineering
mishok43.bsky.social
And of course, huge thanks to my amazing co-authors — Dmitrii Klepikov, Johannes Hanika, Carsten Dachsbacher — and industry friends @kaplanyan.bsky.social , Sebastian Herholz, @momentsingraphics.bsky.social, who helped me on the way!
mishok43.bsky.social
But there are so many other cool questions that we tried to cover

So please check out our webpage, demo videos, and paper itself: mishok43.github.io/nirc/

📍I’ll be at Eurographics next week in London — if you're around and want to talk rendering, AI, or just grab coffee, DM me!
Neural Two-Level Monte Carlo Real-Time Rendering
Efficient real-time global illumination rendering using Neural Incident Radiance Cache combined with Two-Level Monte Carlo. By Mikhail Dereviannykh, Dmitrii Klepikov, Johannes Hanika, and Carsten Dach...
mishok43.github.io
mishok43.bsky.social
In equal-time comparisons, NIRC achieves surprisingly cool results both in the biased and unbiased cases

But yeah... variance may increase next to foliage, brush, trees🌿 — still the eternal pain in CG 😅
mishok43.bsky.social
Using Two-Level Monte Carlo, we can debias NIRC while still cutting variance — thanks to fast cache sampling - dozens of times for the cost of 1 real path

It works like (N)CV, but doesn't introduce any architectural constraints! No need to train Normalizing Flows on-the-fly